# UILOG::_UILOG_SET_CACHED_OBJECTIVE

- **Hash:** `0xFA233F8FE190514C`
- **Namespace:** UILOG
- **Runtime name (Lua/JS):** `UilogSetCachedObjective`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UILOG/_UILOG_SET_CACHED_OBJECTIVE

## Signature

```c
void _UILOG_SET_CACHED_OBJECTIVE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
UilogSetCachedObjective(p0)

-- always available, by hash
Citizen.InvokeNative(0xFA233F8FE190514C, p0)
```

### JavaScript

```js
UilogSetCachedObjective(p0);

// by hash
Citizen.invokeNative('0xFA233F8FE190514C', p0);
```

### C#

```csharp
Function.Call((Hash)0xFA233F8FE190514C, p0);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
